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Fortified Clearing

517205240Analyzed
2v2 RM · 7d ago on Oct 29, 2026· 60m 10s· 4 players
Game mode
Random Map
Map size
Medium (4 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇿 Spanish · Czechia
1338
+16
🇨🇿 Hindustanis · Czechia
1280
+18
vs
🇩🇪 Ethiopians · Germany
1354
-18
🇩🇪 Burgundians · Germany
1309
-16
Player eAPM Actions Feudal Castle Imperial Opening
52 3,115 9:08 20:27 50:29 ⚔ Scouts into Skirms
43 2,571 8:51 21:42 37:49 ⚔ Archer Rush
42 2,525 9:54 19:24 39:22 ⚔ Skirmisher Rush
38 2,313 10:34 15:53 33:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,515 18,310 11,275 1,500 64,600 72,158
24,135 21,592 11,540 1,715 58,982 65,839
13,225 17,240 14,395 3,450 48,310 57,585
17,435 15,360 10,070 1,980 44,845 46,805
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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